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https://forums.elderscrollsonline.com/en/discussion/668861

Blanket idea on fixing cyrodil.

Seenoevil
Seenoevil
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Simple really... debuff groups. Disable healing to anyone other then in your party. and add a debuff per person in your group.

"Battle spirit new effect..."brother's in arms"
"For every member in your group you gain a Stack of "cowards victory" universally reducing all stats by 1% this applies to every stat in the game from health recovery to proc damage"

This would still allow mass pvp but more so in the sense of skirmish parties if you like...rather then 50 angry AD stood at a gate front...more smaller groups spread around the castle genuinely sieging the thing. (I truly believe this will be closer to the developers thoughts when creating the concept...*ALL WALLS HAVE HEALTH* not just the front door.

This caters to all forms of player, solo to zerg trainers. The more folks in your group the more coordinated you have to be to keep everyone alive and fighting ready...gives sets that provide buffs to groups will have a genuine purpose in pvp rather then niche builds.

uncoordinated zergs will crumble like nannas cookies. Alleviating pressure..and for those that enjoy the zerg train..you are more then welcome to jump into the train but be aware your going to be nerfed into molag bals armpit.

This is how you fix cyrodil...lean towards small scale groups ( nothing is stopping 2 small groups from running side by side..however cross healing/buffs will be disabled...so groups won't be as hard to kill.

Then maybe ever so maybe in the future..allow us to craft pvp tabards for our small scale groups...no buffs just a fancy bit of cloth so we can have our group colour coordinated..(this would also allow you to instantly see what kind of fight your picking)
  • Greasytengu
    Greasytengu
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    Seenoevil wrote: »
    Simple really... debuff groups. Disable healing to anyone other then in your party

    They tried restricting heals to groups, it just made groups more powerful.

    Zergs are always going to form regardless of what changes are made. If sheer numbers is somehow nerfed, then even more will show up to fight to make up for the power they now lack. All this will do is lengthen the gap between Organized groups (Who will forgo grouping in favor of just coordinating over voice chat) and pugs (who will be stuck using the groups if they want a snowball's chance in hell of staying together)


    The better idea would be to incentivize people into going to alternate fights, but the big question is how? If there is only one flagged keep then people are going to go there, no point in sitting around an empty keep doing nothing when you could ride for 2 mins and be in a fight.

    I can think of a few ways to encourage people to spread out, mainly directly rewarding them for not going to the big obvious fight.
    • When one of your keeps is flagged, then one of the enemy keeps gets a bonus to AP earned for any kills / ticks your faction earns within that keep's radius.
    • Have ticks scale more aggressively in proportion to how many people contributed.
    • Scale the base ap earned for offensive ticks based on the distance from the front lines. (example: if EP own most of the map, then Kingscrest and Farregut are worth more than taking back one of your own keeps)
    " I nEeD HeAlInG!!! "
  • Recremen
    Recremen
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    Seenoevil wrote: »
    Simple really... debuff groups. Disable healing to anyone other then in your party

    They tried restricting heals to groups, it just made groups more powerful.

    Zergs are always going to form regardless of what changes are made. If sheer numbers is somehow nerfed, then even more will show up to fight to make up for the power they now lack. All this will do is lengthen the gap between Organized groups (Who will forgo grouping in favor of just coordinating over voice chat) and pugs (who will be stuck using the groups if they want a snowball's chance in hell of staying together)


    The better idea would be to incentivize people into going to alternate fights, but the big question is how? If there is only one flagged keep then people are going to go there, no point in sitting around an empty keep doing nothing when you could ride for 2 mins and be in a fight.

    I can think of a few ways to encourage people to spread out, mainly directly rewarding them for not going to the big obvious fight.
    • When one of your keeps is flagged, then one of the enemy keeps gets a bonus to AP earned for any kills / ticks your faction earns within that keep's radius.
    • Have ticks scale more aggressively in proportion to how many people contributed.
    • Scale the base ap earned for offensive ticks based on the distance from the front lines. (example: if EP own most of the map, then Kingscrest and Farregut are worth more than taking back one of your own keeps)

    Yeah, said keeps could also be made worth a fair bit more points towards the campaign evaluation score. That way you could ostensibly split the attention of a faction in directions it already naturally falls: folks looking for the big fight, and folks looking to get ahead in the campaign score (with people who like both having a chance at going to either keep). Right now, both groups are heavily incentivized to exclusively fight at emp keeps, with a small exception for if some faction daycapped a scroll or four.
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
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